#include "TextureCreator.h"

TextureCreator::TextureCreator()
{
}
TextureCreator::~TextureCreator()
{
}
AssetDataList & TextureCreator::VLoad(Resource & res, char * bfr, unsigned int sze )
{
	m_Textures.clear();
	m_Textures.push_back(AssetDataPtr(RE_NEW RE_Texture(res)));
	RE_Texture * tx = dynamic_cast<RE_Texture *>(m_Textures.front().get());
	tx->m_name = RE_String(res.GetName());
	m_Textures.front()->Restore();
	return m_Textures;
}
AssetDataList & TextureCreator::VGetData() // not used here
{
	return m_Textures;
}
void TextureCreator::VBegin()
{
}
void TextureCreator::VEnd()
{
}